you were right, it was a new install but loaded up mods from previous version, sorry about that.
omegaburst
Recent community posts
I have a slightly different problem, on the mansion screen,all my named characters seem to have no proper sprites and take them from the other chars in case of the character image and the equipment sprites are 4 colorful axes. It also doesn't have their name either, it just says name. I would send a screenshot but for some reason, it always shows the main menu no matter where i take the screeny. To be clear I just downloaded a couple days ago and started a new game, had 0 issues until i got a named character. loaded an old file where I had many of them and it similarly showed them having no name, sprite or equip sprite. To be clear this was the windows x64 non experimental version. I will try again on 32 and the experimental 64.
update, the experimental x64 works fine, no idea why, the 32 has the same issue............. Kinda funny that the experimental file is the one not bugging for me ;p
other bug, no classes are trainable, even if you look for locked ones. This means no gaining classes or use for the experience right?
sooooo interesting and i intend to try it again later but the combat system is difficult for me at least. Could be that I just ran into strong pirates but I think maybe a few more rounds with practice drones would be good. Preferably ones that dodge....... and maybe have stun type weapons that do no hull damage but provide incentive not to get hit much.
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sooooo having trouble figuring out how to reach the ash system which is apparently the authorized dumping ground for waste................... I bought a number of system maps and have explored a good chunk around the area but can't find a route leading to it..... the starmaps aren't randomly generated right...... can anyone give me a string of systems that connect to it and head south, east, or west from it? ran low on money buying map info thinking I was missing jump points. they just don't seem there on most maps.
So basically, we have to kill monsters to get gold to buy equipment. and we have to level up from the experience gained killing said monsters..... Given how the first boss I encountered has multi attack and can easily wipe out a third of my party hp. I am genuinely terrified how strong it would be if my main had hit level 20. Admittedly, it is only a 3 person party as I was trying to recruit the first additional recruit-able character, a treasure hunter who dies easier than the rest of my party. It does approx 1200 damage in a turn split between 3 1000- 1300 characters. My best healing spell does just under 300 hp healing per turn......... The only way I see this fight being winnable is item spamming and even then odds are bad........This is the easy character? Must be a case of needing more party members because otherwise the difficulty may just make dark souls look easy.
thanks for the tips, though given how much I hate the collecting.................................................................................. maybe i will find a system with like 16 planets and terraform all of them, i can collect and upgrade all in one place and get ridiculous amounts when i do so. I still prefer gas giants though....... actually, since there are apparently galaxy wide structures, maybe i should wait and have them be my mineral collection. i would point out though how odd it is to have more stars than gas giants. Honestly, I think there should be about twice as many gas giants as stars if we are aiming for realism. Our own solar system has 3 right.
soooooo, heres a thought.... can you make a final upgrade for the planetkiller that takes out the star instead completely removing the system and refunding the base resources as well as providing huge amounts of energy? Also a way to potentially remove megastructures on a star since planetkiller and dyson sphere conflict. This way, if you find a lot of systems you dislike for whatever reason, you can just blow the whole thing away and not have an empty star after you kill the planets. While I'm thinking about it, this is entirely optional but it might be worth increasing the iron and aluminum gained from killed planets. I find it is rarely if ever enough to build a new planet killer even if you blow up 4 or 5.
ok, been playing another 4 days or so.... biggest issue now is money, i thought the ideal source would be gas giants but they are somewhat rare as planets go having at most 3 in a system and more often than not 0. soooo just a thought, maybe rather than just a sort by planets, you could do a sort by gas giants as well? It gets tiresome checking 20 systems to find a few gas giants that may even be on the low end of mineral production..... should i be making mineral planets for my primary income? i got plenty of energy with dyson spheres and now i really just need more mineral income but i hate manual collection.
well theres the issue, i dug there before finding the ship......... ill try digging more but I think I dug past where it would be and since the counter didn't appear until i found the ship after that......... crud. well, i found it after digging another thirty or so tiles down with a mithril pick which breaks a bunch at once soooo to around 30km deep, i was in the mantle. thanks for the hint.
sooooo minor issue...... ya know the warning about planets with lots of atmosphere and how it takes so much resources to leave after you get there....... it says in the millions........ i got stuck in one that takes over a billion energy to exit..... 289 bars is a bit high I guess. Anyway guess i will be building a space elevator.
doubt it, issue is still in as of now, It is particularly interesting because one of my peeps was killed in battle and it ended before I could revive them, they were the same as my mc which had been targeted for revival and had no change. Long story short, I think something like death is set to off in the code and with no dying, chars just get grievously injured and ejected from battle instead, this causes resurrect to fail because they are not actually dead.
I strongly urge you to increase the cap even if you reduce the materials requirements, for a maxed out farmer it is very easy to go over the limit and not notice, then you are down a good bit of work. Also annoying when you have to make runs for 4 materials because you need roughly 400 of a material total for your project and can only carry 99. Of course, its your game, you can do what you want but I think this would be a VERY big improvement. Also, is there a way to get bedroom exp without the risk of gaining fetishes? I want to erase them via exp but every time I try to gain exp to do so I gain at least 2 fetishes.
soooo I don't know if this is even possible within the framework you are using but the sheer math screams inventory cap at 999 rather than 99.
It take 6 flax fibers to make 1 thread, it takes 6 thread to make 1 cloth, it takes 3 cloth to make a cape(might have been another item but i think it was a cape). 6x6x3 fibers or 108. You literally can not hold enough raw materials to make 1 piece of relatively simple clothing. Additionally, it kinda sucks that we seem to lose any extra we gather. The only options I can see to really address this annoying situation are to either expand the inventory or provide some sort of alternate storage, preferably both.
Thanks, sounds like I need more hides, I made a crafting character for starting so taking down a wolf is hard and I didn't think it would take 10 rat pelts to make leather..... I guess it makes sense though, tiny critters and all. I shall certainly check back and maybe I can find a way to send ya SOMETHING though I am not exactly well off atm. Also is it me or is grinding combat exp slow compared to the gathering speed? given that most combat tends to take longer and use comparable vp (more early on)... It feels like maybe you should give a bit more exp... at least in the heroic mode which I played. craft exp gain seems fine to me though.
so far I love the crafting system though it seems like it might need a little more work to complete. I can't seem to find a way to get leather for making weapons and armor. I have hides, I use the knife, and it displays no recipes. Beyond that I don't even like the sex system so far because I am by nature dominant and don't want to help breed a monster army to rape and enslave my own species. Still, the crafting system alone makes this game worth paying attention to in my opinion. If this doesn't work out, maybe you should try making something akin to rune factory frontier with your crafting system.
very good over all but.... the freaking ice primal keeps kicking my but, I have farmed adamantine for chest and weapon for each character but their ice three spell is basically a 1 hit kill. It tends to exceed 3000 damage, combine that with having two healers leave the party and I'm having trouble. I can get them to around half health, then they use blizzard and wipe any party members at half health or less. I have literally spent hours getting the addy for weapons and chestplates too. As a suggestion, maybe increase the amount of ore you get from each clump based on the time similar to how you increase the amount needed to actually make a piece of equipment. Getting only one adamantine ore per fight is painful when you need 25 ore to make a piece of equipment, especially when it can range from a pair of boots to a weapon to a chest armor. Also, I don't know for sure but..... it feels like it gets stronger as I train, if so this may be a bad idea as it means you can't train up to defeat them very well.
difficulty also seems a bit too high, the red magic spheres can one hit kill you even though at times you can even spawn in a world with like 50 of the mobs that cast them around you. Also it needs more recipes, green dog skin sounds like an armor ingredient from the description but no recipe. This is more a personal pet peeve than a criticism but I wouldn't call it mining if you can't gain stone or metal from it. All that said i can see potential in this game, it needs a lot of work before I would even call it a beta version. Atm I'd say pre alpha stage so it's hard to tell how good it will be. Also, i know you wanted it to be a tactical combat thing but given that mobs don't drop items they just get moved into your inventory if you kill them, it seems a bit impractical. I would suggest making the mobs all drop their items rather than just putting it into a players inventory. That would provide a great reward for letting the enemies kill each other instead of just running away from the start. I also recommend reducing the mob spawn rate as part of the difficulty changes to about 1 third of what it is. As things stand survival is nigh impossible. Thanks for your prompt reply ;p